I'm trying to generate a large (130x162 tiles), outwardly empty world with no border, much like a "flatland" but at a height of 192 instead of 4. In the .vmoptions file, I've allocated 16GB of RAM to WorldPainter; that isn't excessive, since I've got a total of 24GB.
If I export it with "resources everywhere" enabled, it takes a long time, then fails with a "not enough memory" error. (And the error dialog suggests that I try again with 15GB. I've noticed this with multiple RAM sizes; on an out-of-memory crash, it always seems to suggest that I allocate it 1GB less than it already has.)
If I export it with "resources everywhere" disabled, it completes with no problem in a matter of minutes at most.
From what I've read about the sizes of worlds other people have successfully exported with much less total available RAM, I would not have expected this export to run into RAM limitations. Any idea why it's happening this way?
(I'm not presently at the computer where this is occurring, but I believe the version I'm using there is WorldPainter 0.6.5. From the changelog, it doesn't look like any changes since then would have affected this behavior. I'm planning to update again when I get back to it, but that won't be right away.)
I began an epic project of creating the island of Cyprus (much smaller, mind you). I set the sea level at 21 (mostly because of the height-map) which creates a somewhat flooded landmass bunt nonetheless very attractive. The problem is, that beyond level 30-ish the horizon turns dark (probably because the fact that the normal sea level is 63. Any way to change that?
the only way to chane that it with a mod as its hardcoded in minecraft
I'm trying to generate a large (130x162 tiles), outwardly empty world with no border, much like a "flatland" but at a height of 192 instead of 4. In the .vmoptions file, I've allocated 16GB of RAM to WorldPainter; that isn't excessive, since I've got a total of 24GB.
If I export it with "resources everywhere" enabled, it takes a long time, then fails with a "not enough memory" error. (And the error dialog suggests that I try again with 15GB. I've noticed this with multiple RAM sizes; on an out-of-memory crash, it always seems to suggest that I allocate it 1GB less than it already has.)
If I export it with "resources everywhere" disabled, it completes with no problem in a matter of minutes at most.
From what I've read about the sizes of worlds other people have successfully exported with much less total available RAM, I would not have expected this export to run into RAM limitations. Any idea why it's happening this way?
(I'm not presently at the computer where this is occurring, but I believe the version I'm using there is WorldPainter 0.6.5. From the changelog, it doesn't look like any changes since then would have affected this behavior. I'm planning to update again when I get back to it, but that won't be right away.)
That's a whole ton. 130 by 162 tiles at height 192? It has take place a ton of ores in a ton of stone going over what it already has if I'm not mistaken. I also wouldn't be to confident Minecraft will enjoy loading so many blocks not named air.
mmmm i found an evil bug ill try to explain how to recreate it ok so u have the height tool selected and click on the map to make it start raiseing keep holding it down and go to the tool bar and change tool but keep holding down the tool until you get off the map and in to the tool bar and it will keep raiseing until you close it and reopen
im not sure if thats how i did it but ill try to redo it right now and the edit this to tell you if thats a yes or no on how it happens
EDIT no its not how to recrate it but its happen to me twice idk how tho
mmmm i found an evil bug ill try to explain how to recreate it ok so u have the height tool selected and click on the map to make it start raiseing keep holding it down and go to the tool bar and change tool but keep holding down the tool until you get off the map and in to the tool bar and it will keep raiseing until you close it and reopen
im not sure if thats how i did it but ill try to redo it right now and the edit this to tell you if thats a yes or no on how it happens
EDIT no its not how to recrate it but its happen to me twice idk how tho
Would it be possible to slow down a bit there? It also seems pretty avoidable to me.
hey, yeah, I have a problem with the new version:
whenever I go to export a newly created world and it finishes, I go to minecraft to see my world, but it looks like a normal minecraft world.
I then import the world to worldpainter, and it is COMPLETELY different from what I made.
i.e. I make a world with a big island and a volcano, I go to minecraft and find a huge open plain with a couple hills in the distance.
I love WorldPainter. Really would love some copy/paste chunks functionality with a select tool, though.
What would really be awesome is if you could manage to work with the MCEdit folks over at github (post-resurrection of MCEdit). The current development version has a camera angle that is a direct overhead map view, much like WorldEdit. It has memory problems, and has trouble exporting chunks (and therefore it is impossible to import them back into another save), but currently neither offer a reliable way to splice maps together.
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And if the world that we are forced to see is false and nothing is true, then make this dream real.
I'm trying to generate a large (130x162 tiles), outwardly empty world with no border, much like a "flatland" but at a height of 192 instead of 4. In the .vmoptions file, I've allocated 16GB of RAM to WorldPainter; that isn't excessive, since I've got a total of 24GB.
If I export it with "resources everywhere" enabled, it takes a long time, then fails with a "not enough memory" error. (And the error dialog suggests that I try again with 15GB. I've noticed this with multiple RAM sizes; on an out-of-memory crash, it always seems to suggest that I allocate it 1GB less than it already has.)
If I export it with "resources everywhere" disabled, it completes with no problem in a matter of minutes at most.
From what I've read about the sizes of worlds other people have successfully exported with much less total available RAM, I would not have expected this export to run into RAM limitations. Any idea why it's happening this way?
(I'm not presently at the computer where this is occurring, but I believe the version I'm using there is WorldPainter 0.6.5. From the changelog, it doesn't look like any changes since then would have affected this behavior. I'm planning to update again when I get back to it, but that won't be right away.)
I'm going to clarify a bit beyond the point that the other person did. A "tile" is 128 blocks by 128 blocks. Do some quick math, and you're trying to export roughly 66 billion blocks that aren't air, and Minecraft has to populate all of those 66 billion blocks with caves, ores, waterfalls, lava, etc. 66 billion is a lot. A very large lot. A freakishly, gargantuan, massively, oversized lot. Try something more like 20x20 or 15x15 tiles, you should find that it's ample.
Actually, when there are caves and such at the bottom of lakes they fill up with water. Either the cave would fill with water or, if large enough, it would drain the lake. The way the water seems to flow into the caves in evoandroidevos example seems wonky. It should be a simple assumption that the generated worlds have reached something resembling a steady-state.
Well yes, in real life you're right of course, but in Minecraft water doesn't behave according to the laws of physics. In theory I could calculate exactly what the water should look like if it behaved realistically, but it would be very complex and a lot of work to implement, take a lot of time, and not be consistent with the way water behaves in Minecraft itself...
I'm having problems with this. My maps crash with a "saving chunks" message most of the time. What am I doing wrong? Maybe I am placing too many tall mountains? Or I am not supposed to populate the entire map?
It's a Minecraft bug. Check this post for a fix. The bug is triggered by tall terrain or bedrock walls, so an alternative is to make sure your terrain stays below about 200 everywhere, and don't use bedrock walls.
I set the sea level at 21 (mostly because of the height-map) which creates a somewhat flooded landmass bunt nonetheless very attractive. The problem is, that beyond level 30-ish the horizon turns dark (probably because the fact that the normal sea level is 63. Any way to change that?
Yes, you can check the "Superflat mode" option on the Export screen (in fact it should have been enabled by default, did you disable it yourself?). That will set the landscape generator to Superflat, one of the side effects of which is that the sky colour stays the same all the way down to bedrock. It also gets rid of void fog/void particles. It does have downsides though. It will not populate the terrain even if you use the Populate layer (WorldPainter will warn you about that). And any new chunks generated by Minecraft will be boring, low-lying, flat and empty Superflat chunks.
2. a three density slide, that will make sparse threes in svanah or tundra to very dense forrests (5-6 meters between threes) with smooth transition
I'm assuming you mean tree (the large plant), not three (the number). The density of trees is already dictated by the intensity with which you paint the layer. You have full control over where you want sparse trees and where you want dense trees by varying the intensity of the layer. Or do you mean something else?
I'm trying to generate a large (130x162 tiles), outwardly empty world with no border, much like a "flatland" but at a height of 192 instead of 4. In the .vmoptions file, I've allocated 16GB of RAM to WorldPainter; that isn't excessive, since I've got a total of 24GB.
If I export it with "resources everywhere" enabled, it takes a long time, then fails with a "not enough memory" error. (...)
If I export it with "resources everywhere" disabled, it completes with no problem in a matter of minutes at most.
That is strange. Calculating resources is complex and time consuming, so it is expected to take much longer, but it shouldn't need more memory. I can't explain why it would run out of memory with it and not without it. Are you sure you didn't also change another option? During which stage of the export does it fail?
You say you have 24 GB yet you gave WorldPainter 16 GB. Have you tried giving it even more? You should be able to go up to at least 22 GB, if you don't run other programs at the same time. Perhaps that will be enough to complete the export.
Why do you need such a huge flat land? 130 x 162 tiles is ffing huge, and that's a lot of very boring flat land... You realise that a tile is much larger than a chunk right (eight by eight chunks to be precise)?
mmmm i found an evil bug ill try to explain how to recreate it ok so u have the height tool selected and click on the map to make it start raiseing keep holding it down and go to the tool bar and change tool but keep holding down the tool until you get off the map and in to the tool bar and it will keep raiseing until you close it and reopen
It's not exactly evil, now is it? It sounds like it's very easy to avoid, by just not doing what you describe. It is still a bug though, so let me know if you are able to reproduce it reliably!
Hey When i try to import a 1.2.3 world, I select the world level.dat file which is all good, but when it says to select the 1.2.3 jar, i find it, click it but it says it's the wrong one. I made a fresh one and tried to use that but still got no result, same error. Is this fixable at all?
If WorldPainter tells you the jar is not an original, unaltered Minecraft 1.2.3 jar then it really isn't!
You "made" a fresh one? I'm not sure what you mean by that, but it doesn't sound like the result would be an original jar. Try making Minecraft download the file again by using the "force update" option on the options screen of the Minecraft launcher.
What would really be awesome is if you could manage to work with the MCEdit folks over at github (post-resurrection of MCEdit).
I don't have the time, unfortunately. In general, but also because MCEdit is written in Python, which I have no experience with and wasn't planning to learn.
My hosting provider has moved the downloads to a different server, in an attempt to do something about the download problems, so please let me know if you still experience problems with downloading the program, or with updating it!
hey why do i get the out of bounds eception when i get to a point in a exported map is that a bug in minecraft or what as never crash like that with a normal world
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I'm trying to create a 6x7 world with no border and a bedrock wall (I mean, that's not all that huge), but every time I load it on Minecraft I go straight to the saving chunks screen. I'm not sure exactly why, here's some links to the minecraft save and to the .world file-
New question: sea level is 62, right? i set world's sea level to 62 also, but somehow its always 2 blocks higher than the world not created by me? Am i doing something wrong or?
I don't know. The water level of vanilla Minecraft really is at 62. I just double checked whether this is still the case in 1.2.4, and it is. Are you using mods (the various height mods allow you to change the default water height)?
I will look once again at a render, my impression was that threes are quite far apart from one another and one is unable to make a really dense forest. like
If you use maximum intensity (remember that the intensity slider is set to 50% by default!), the forest is so dense that it will spawn monsters during the day.
I'm trying to create a 6x7 world with no border and a bedrock wall (I mean, that's not all that huge), but every time I load it on Minecraft I go straight to the saving chunks screen. I'm not sure exactly why, here's some links to the minecraft save and to the .world file-
That's a Minecraft bug which should be fixed in version 1.2.4. Have you tried it yet in 1.2.4?
Another thing: I notice that you have both painted the entire map with the Populate layer and checked "allow Minecraft to populate the entire terrain". What exactly are you hoping to achieve by that? If you want Minecraft to populate the entire terrain, just check the check box, that's what it's for. Don't also uselessly splatter the Populate layer all over the map...
By 'fresh' I meant that i did force update, but even then it still doesn't accept it. And it isn't a 1.2.4.
Well I can't help you, sorry. If WorldPainter says it's not an original 1.2.3 Minecraft jar, it's not. Are you sure you're selecting the right jar? It's the minecraft.jar from the .minecraft/bin directory (although you are free to copy the file somewhere else and point WorldPainter to the copy). If so then perhaps something on your system is changing it? Perhaps your computer is infected? Try running an up to date virus and malware scan (and redownloading minecraft.jar if it finds anything).
That is strange. Calculating resources is complex and time consuming, so it is expected to take much longer, but it shouldn't need more memory. I can't explain why it would run out of memory with it and not without it. Are you sure you didn't also change another option? During which stage of the export does it fail?
I'm at least 80% sure I didn't change any other options.
I don't know what stage of the export it reached before failing; I was off on another virtual desktop at the time, since I expected it to take rather a while based on earlier attempts. When I get back there and try it again, I'll see if I can keep a closer eye on it.
You say you have 24 GB yet you gave WorldPainter 16 GB. Have you tried giving it even more? You should be able to go up to at least 22 GB, if you don't run other programs at the same time. Perhaps that will be enough to complete the export.
I do run other programs at the same time - the biggest offender being my browser, and I'm not about to close that down every time I want to do some tweaking in WorldPainter; I've got something like 250-300 tabs open at any one time, and getting everything back into neat organization after reopening the browser is a bit of a hassle.
I have considered giving it more (20GB should be doable), but since it seems odd that the program would need even close to the 16GB for this export, I wanted to see about tracking that down first before resorting to the brute-force solution of throwing more resources at it.
Why do you need such a huge flat land? 130 x 162 tiles is ffing huge, and that's a lot of very boring flat land... You realise that a tile is much larger than a chunk right (eight by eight chunks to be precise)?
I do realize that, yes.
I need a flat world that big because I want to build a continent nearly that big (128x160 tiles, or 16384x20480 blocks), in fairly precise detail - down to the individual block in many cases; WorldPainter itself doesn't seem to be sufficiently fine-grained (and/or to provide a sufficiently convenient UI) for the type of work I need. The extra 2 tiles in each dimension - though now that I think about it, I might actually need 4 - is to provide a border big enough that people can't see beyond it; I'm planning to build a specific type of wall of my own, right at the edge before the border, wherever necessary. (I'll need to fill in that border with suitably matching terrain anyway, so the built-in "automatically add a border" feature wouldn't really be appropriate for me.)
I was hoping to be able to at least paint in the biomes in WorldPainter, but when I tried, it would only let me paint by clicking one tile at a time rather than by click-and-drag (much less by "outline the desired area, then autofill it with whatever you want"); the tedium involved in doing it that way with that many tiles is enough that it doesn't seem worth it when I'm going to have to redo the fine details afterwards in another tool anyway.
However, WorldPainter does seem fairly well suited to generating a "blank" world of appropriate size for me to edit using other tools, and I don't know offhand of any other tool that would let me do the same nearly as well.
I'm trying to generate a large (130x162 tiles), outwardly empty world with no border, much like a "flatland" but at a height of 192 instead of 4. In the .vmoptions file, I've allocated 16GB of RAM to WorldPainter; that isn't excessive, since I've got a total of 24GB.
If I export it with "resources everywhere" enabled, it takes a long time, then fails with a "not enough memory" error. (And the error dialog suggests that I try again with 15GB. I've noticed this with multiple RAM sizes; on an out-of-memory crash, it always seems to suggest that I allocate it 1GB less than it already has.)
If I export it with "resources everywhere" disabled, it completes with no problem in a matter of minutes at most.
From what I've read about the sizes of worlds other people have successfully exported with much less total available RAM, I would not have expected this export to run into RAM limitations. Any idea why it's happening this way?
(I'm not presently at the computer where this is occurring, but I believe the version I'm using there is WorldPainter 0.6.5. From the changelog, it doesn't look like any changes since then would have affected this behavior. I'm planning to update again when I get back to it, but that won't be right away.)
the only way to chane that it with a mod as its hardcoded in minecraft
That's a whole ton. 130 by 162 tiles at height 192? It has take place a ton of ores in a ton of stone going over what it already has if I'm not mistaken. I also wouldn't be to confident Minecraft will enjoy loading so many blocks not named air.
im not sure if thats how i did it but ill try to redo it right now and the edit this to tell you if thats a yes or no on how it happens
EDIT no its not how to recrate it but its happen to me twice idk how tho
Would it be possible to slow down a bit there? It also seems pretty avoidable to me.
whenever I go to export a newly created world and it finishes, I go to minecraft to see my world, but it looks like a normal minecraft world.
I then import the world to worldpainter, and it is COMPLETELY different from what I made.
i.e. I make a world with a big island and a volcano, I go to minecraft and find a huge open plain with a couple hills in the distance.
I do run minecraft 1.0.0
The map is 40x by 30x and have 64-bit operating system.
What would really be awesome is if you could manage to work with the MCEdit folks over at github (post-resurrection of MCEdit). The current development version has a camera angle that is a direct overhead map view, much like WorldEdit. It has memory problems, and has trouble exporting chunks (and therefore it is impossible to import them back into another save), but currently neither offer a reliable way to splice maps together.
I'm going to clarify a bit beyond the point that the other person did. A "tile" is 128 blocks by 128 blocks. Do some quick math, and you're trying to export roughly 66 billion blocks that aren't air, and Minecraft has to populate all of those 66 billion blocks with caves, ores, waterfalls, lava, etc. 66 billion is a lot. A very large lot. A freakishly, gargantuan, massively, oversized lot. Try something more like 20x20 or 15x15 tiles, you should find that it's ample.
Well yes, in real life you're right of course, but in Minecraft water doesn't behave according to the laws of physics. In theory I could calculate exactly what the water should look like if it behaved realistically, but it would be very complex and a lot of work to implement, take a lot of time, and not be consistent with the way water behaves in Minecraft itself...
It's a Minecraft bug. Check this post for a fix. The bug is triggered by tall terrain or bedrock walls, so an alternative is to make sure your terrain stays below about 200 everywhere, and don't use bedrock walls.
The height map import screen tells you exactly. By default it is 1:1.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Yes, you can check the "Superflat mode" option on the Export screen (in fact it should have been enabled by default, did you disable it yourself?). That will set the landscape generator to Superflat, one of the side effects of which is that the sky colour stays the same all the way down to bedrock. It also gets rid of void fog/void particles. It does have downsides though. It will not populate the terrain even if you use the Populate layer (WorldPainter will warn you about that). And any new chunks generated by Minecraft will be boring, low-lying, flat and empty Superflat chunks.
I'm assuming you mean tree (the large plant), not three (the number). The density of trees is already dictated by the intensity with which you paint the layer. You have full control over where you want sparse trees and where you want dense trees by varying the intensity of the layer. Or do you mean something else?
I created WorldPainter. For support, please visit the WorldPainter subreddit.
That is strange. Calculating resources is complex and time consuming, so it is expected to take much longer, but it shouldn't need more memory. I can't explain why it would run out of memory with it and not without it. Are you sure you didn't also change another option? During which stage of the export does it fail?
You say you have 24 GB yet you gave WorldPainter 16 GB. Have you tried giving it even more? You should be able to go up to at least 22 GB, if you don't run other programs at the same time. Perhaps that will be enough to complete the export.
Why do you need such a huge flat land? 130 x 162 tiles is ffing huge, and that's a lot of very boring flat land... You realise that a tile is much larger than a chunk right (eight by eight chunks to be precise)?
It's not exactly evil, now is it? It sounds like it's very easy to avoid, by just not doing what you describe. It is still a bug though, so let me know if you are able to reproduce it reliably!
If WorldPainter tells you the jar is not an original, unaltered Minecraft 1.2.3 jar then it really isn't!
You "made" a fresh one? I'm not sure what you mean by that, but it doesn't sound like the result would be an original jar. Try making Minecraft download the file again by using the "force update" option on the options screen of the Minecraft launcher.
And are you exporting the map in Minecraft 1.0.0 format? I.e., not Anvil?
I need much more information:
I've asked before, but you didn't respond: are you not getting any error message?
Is this when creating a new world, or loading an existing world? Or both?
Does it not display at all, or only at certain zoom levels? Try zooming in or out a few steps.
Have you installed the latest driver for you graphics card from the manufacturer's website? If not, try that.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
I don't have the time, unfortunately. In general, but also because MCEdit is written in Python, which I have no experience with and wasn't planning to learn.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
My hosting provider has moved the downloads to a different server, in an attempt to do something about the download problems, so please let me know if you still experience problems with downloading the program, or with updating it!
They may have been moving them right at that moment. Try again now.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
and also how do i fix it in my map
.world file- http://www.mediafire.com/?ay1k7f7xtfx3nvs
Map .zip- http://www.mediafire.com/?iteedfvvvj842gt
I don't know. The water level of vanilla Minecraft really is at 62. I just double checked whether this is still the case in 1.2.4, and it is. Are you using mods (the various height mods allow you to change the default water height)?
If you use maximum intensity (remember that the intensity slider is set to 50% by default!), the forest is so dense that it will spawn monsters during the day.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
That's a Minecraft bug which should be fixed in version 1.2.4. Have you tried it yet in 1.2.4?
Another thing: I notice that you have both painted the entire map with the Populate layer and checked "allow Minecraft to populate the entire terrain". What exactly are you hoping to achieve by that? If you want Minecraft to populate the entire terrain, just check the check box, that's what it's for. Don't also uselessly splatter the Populate layer all over the map...
It's a bug in Minecraft, but it should be fixed in 1.2.4. Have you tried it in 1.2.4 yet?
Well I can't help you, sorry. If WorldPainter says it's not an original 1.2.3 Minecraft jar, it's not. Are you sure you're selecting the right jar? It's the minecraft.jar from the .minecraft/bin directory (although you are free to copy the file somewhere else and point WorldPainter to the copy). If so then perhaps something on your system is changing it? Perhaps your computer is infected? Try running an up to date virus and malware scan (and redownloading minecraft.jar if it finds anything).
I created WorldPainter. For support, please visit the WorldPainter subreddit.
I'm at least 80% sure I didn't change any other options.
I don't know what stage of the export it reached before failing; I was off on another virtual desktop at the time, since I expected it to take rather a while based on earlier attempts. When I get back there and try it again, I'll see if I can keep a closer eye on it.
I do run other programs at the same time - the biggest offender being my browser, and I'm not about to close that down every time I want to do some tweaking in WorldPainter; I've got something like 250-300 tabs open at any one time, and getting everything back into neat organization after reopening the browser is a bit of a hassle.
I have considered giving it more (20GB should be doable), but since it seems odd that the program would need even close to the 16GB for this export, I wanted to see about tracking that down first before resorting to the brute-force solution of throwing more resources at it.
I do realize that, yes.
I need a flat world that big because I want to build a continent nearly that big (128x160 tiles, or 16384x20480 blocks), in fairly precise detail - down to the individual block in many cases; WorldPainter itself doesn't seem to be sufficiently fine-grained (and/or to provide a sufficiently convenient UI) for the type of work I need. The extra 2 tiles in each dimension - though now that I think about it, I might actually need 4 - is to provide a border big enough that people can't see beyond it; I'm planning to build a specific type of wall of my own, right at the edge before the border, wherever necessary. (I'll need to fill in that border with suitably matching terrain anyway, so the built-in "automatically add a border" feature wouldn't really be appropriate for me.)
I was hoping to be able to at least paint in the biomes in WorldPainter, but when I tried, it would only let me paint by clicking one tile at a time rather than by click-and-drag (much less by "outline the desired area, then autofill it with whatever you want"); the tedium involved in doing it that way with that many tiles is enough that it doesn't seem worth it when I'm going to have to redo the fine details afterwards in another tool anyway.
However, WorldPainter does seem fairly well suited to generating a "blank" world of appropriate size for me to edit using other tools, and I don't know offhand of any other tool that would let me do the same nearly as well.